#version 330

layout(location = 0) in vec3 position;
layout(location = 1) in vec3 normal;
layout(location = 2) in vec2 uv;

uniform mat4 m;
uniform mat4 vp;

out vec3 color;

void main() {
	color = normal;
	gl_Position = vp * m * vec4 (position, 1.0);
}
